Digital Competitions and Youth Development

In recent years, as the excessive use of online games and social networking services (SNS) has become a serious social issue, educational institutions in Japan are actively engaging in digital competitions. This new educational element holds the potential to contribute to the healthy development of young people under appropriate management systems, and it is particularly gaining attention in the context of extracurricular activities and specialized education. On the other hand, establishing time restrictions and measures against addiction are also recognized as important challenges.
The Importance of Addiction Countermeasures
“Gaming addiction” caused by online games is recognized as the most severe form of internet addiction. Various issues have been reported, such as disruptions to daily life, declining academic performance, and deteriorating interpersonal relationships. In response to this situation, the World Health Organization (WHO) has recognized “Gaming Disorder” as a new disease in the ICD-11 (International Classification of Diseases, 11th Revision). The diagnostic criteria indicate that the following three symptoms must persist for more than 12 months: difficulty in self-regulating the time and frequency of gaming, a tendency to prioritize gaming over other daily activities, and the continuation and worsening of gaming despite significant life disruptions.
According to the Japanese Cabinet Office’s “2013 (Heisei 25) Survey Report on the Internet Environment for Youth in the United States, France, Sweden, and South Korea,” South Korea defines “online game addiction” in its Youth Protection Act, which was enacted on September 23, 2013, as a state where excessive use of internet games leads to physical, mental, and social functional impairments that are not easily recoverable in daily life. Article 26 of the same law makes it illegal for online game providers to offer online games to youths under 16 years old from midnight to 6 a.m., thereby restricting usage. This legal regulation is highly regarded for significantly contributing to the maintenance of a healthy lifestyle rhythm for youths and the prevention of addiction.
Deployment Status in Educational Institutions
On the other hand, the introduction of digital competitions into the educational sector under appropriate management systems is gaining global traction.
In North America, the “High School Starleague” and “High School Esports League” operate high school leagues and offer scholarship programs for outstanding teams.
These tournaments are highly regarded not only as competitions but also as platforms for developing teamwork, leadership, and strategic thinking skills.
In 2014 (Heisei 26), Robert Morris University in Illinois became the first higher education institution to establish a digital competition team, and within four years, approximately 50 schools had teams.
Each school has also introduced specialized training programs to enhance competitive skills.
In China, since the 2017 (Heisei 29) academic year, digital competitions have been formally incorporated as a major subject in the curriculum of regular universities (full-time universities for high school graduates), and collaboration with the industry is also progressing.
The introduction into educational curricula is advancing in high schools as well, with Norway’s Garnes High School adopting digital competitions as an elective subject equivalent to traditional physical education since August 2016 (Heisei 28), providing five hours of specialized education per week.
The program at this school emphasizes not only improving competitive skills but also developing optimal physical abilities for competition (reflexes, stamina, mental strength), and performance evaluations comprehensively assess not only technical proficiency but also communication skills, cooperativeness, and strategic thinking.
In Japan, in April 2018 (Heisei 30), Clark Memorial International High School began offering two weekly classes on digital competitions, initiating the training of professional players, commentators, and creators.
Specialized courses related to digital competitions have also been established in vocational schools nationwide, actively promoting the development of human resources in related fields, including players.
These educational institutions focus not only on technical instruction but also on providing intensive guidance on mental care and health management.
Additionally, the Mainichi Newspapers Co., Ltd. collaborates with Thirdwave Corporation to host the “National High School Esports Championship” for high school and technical college students.
As part of club activity support, gaming PCs are also rented out, and in the 2018 (Heisei 30) academic year, applications were received from 78 schools.
This tournament contributes not only to the spread of competitions but also to the establishment of a healthy competitive environment.
It has been pointed out that the younger generation is particularly at high risk of dependency on digital games compared to other age groups.
Therefore, for the healthy development of digital competitions, it is essential to establish appropriate prevention and countermeasure systems for gaming addiction among young people in Japan.
In particular, there is a need to build a comprehensive support system involving collaboration among educational institutions, competitive organizations, and medical institutions.